Artificer
Base Class: Artificer

Grenadiers are specialists in making explosions of different kinds. They create bombs for many sorts of situations from small game in the woods to mighty dragons in the den. The magic that they use to craft their creations makes even the most mundane objects dangerous in the battlefield.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice

Grenadier Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grenadier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare

Grenadier spells
Artificer Level Spells
3rd Chromatic orb, Thunderwave
5th Shatter, Pyrotechnics
9th Fireball, Erupting Earth
13th Vitriolic Sphere, Wall of Fire
17th Cloudkill, Immolation

Magical Explosives

Beginning at 3rd level, you gain the ability to use your magical talents and engineering prowess when developing explosives. These bombs are powerful inventions specific to their creator. With this, they prove to be some of the most volatile weapons ever built.

At level 3 you may choose an Ordnance type to build. During any long rest you may build a bomb. if you have multiple bombs you can build, they can be of different types. You may build a number of explosives equal to your number of infusions. You may never have more bombs than your number of infusions, if you build a new bomb yet still have an old one, the old one stops working. Bombs can be thrown up to 40ft

Any DC that has to be beaten due to these bombs is equal to your spell DC unless stated otherwise

Concussive Bomb

When this magical bomb is thrown, it explodes with a sonic boom that can be heard up to 200ft away. The explosion causes anyone within a 20ft radius to make a strength saving throw or be knocked prone, and they must take (your proficiency modifier d4) thunder damage, On a success the target takes half damage and is not knocked prone

Pyrotechnic Items

You learn how to make mundane objects lively and explosive with tinkering and a bit of magic. You have three additional properties you can add to a Tiny nonmagical object when you use your Magical Tinkering feature:

  • Spark. The object can emit harmless sparks of any color of your choice which spreads up to 5 feet around it. These sparks can last up to a minute and can be restarted again by issuing a command word as long as you are within 60 feet of that object.
  • Smoke. The object can emit black smoke and it heavily obscures a 10 foot radius area centered on the object. This smoke can last up to a minute after which it dissipates into thin air. Winds of moderate or greater speeds (at least 5 miles per hour) can end the effect immediately. The smoke can be emitted again by a command word issued by you as an action as long as you are within 60 feet of that object.
  • Mini-Bomb. The object can create a small explosion, destroying itself in the process. The object must not be made of organic material such as flesh, bone, or plants. When this item is triggered as an action using a command word or by being thrown to an unoccupied space or towards a creature up to 30 feet away, each creature within 5 feet of the object must make a Dexterity saving throw against your spell save DC or be dealt 2d4 fire damage. The damage of this item increases to 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th level. If there are multiple items with this magical property, you can choose to ignite one or more of these items of your choice simultaneously as an action. Once this item has exploded in this way, it is destroyed and its magical property has ended.

You can have a single item bear up to two of these properties but they count against the number of nonmagical items you can affect with your Magical Tinkering feature. An item cannot have two of the same magic property from this feature. All other rules for Magical Tinkering still apply.

Additional Effects

At 5th level you can add another effect to your explosives.

Bomb Effects Table
d6 Effect
1-2 The affected creatures of a size Large or smaller are pushed back by 5 feet and are knocked prone.
3-4 The affected creatures are blinded until the end of their next turn.
5-6 The affected creatures are pulled towards the area of the explosion by 5 feet.

Spell Bombs

Starting at 9th level, you gain the ability to imbue a bomb with a spell effect. When taking a long rest instead of building a normal bomb you can instead imbue a bomb with a spell effect you know. This does not take a spell slot and anyone can throw the bomb.

Masterful Detonation

At 15th level, you've mastered combat with explosives that even enemies learn to fear your prowess. When you take the Attack action or cast a spell with a casting time of one action, you can do one of the following as a bonus action:

  • You can throw up to two bombsMagic Explosives, or mini-bombs to any point or creature you can see within 30 feet of you. They ignite as soon as you throw them.
  • You can use your Magical Tinkering feature to apply one property from your Pyrotechnic Items feature to one Tiny nonmagical object within 5 feet of you.
  • You can ignite any number of existing mini-bombs or Magic Explosives.

Additionally, your bombs ignore resistance to fire damage and any creature immune to fire damage from your bombs instead take damage as though they were resistant to it.

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